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I'm trying to view a project in Unreal Engine 5 as a remote vr preview using MetaQuest Pro passthrough.Reality and VR are not mixed and displayed at the same time. Tap the right side of the headset twice to see reality, tap twice again to see vr. I can't mix the two at once.Is Meta Quest Pro Passthrough not supported in Unreal Engine remote play in editor?
Hey, I'm working on a game right now and I've tried to do verification but a bit back when this was first introduced i was out doing something and i might have submitted a admin verification or not but I never put in a passport, drivers license's, nothing. When I tried toit would let me re do it all it says is add submission and I gotta check mark something and it submits. it has not been rejected nor accepted and i don't know what to d.
I'm currently trying to implement teleportation between teleportation points in Unity. The teleportation itself works fine, but the height of the player controller keeps changing. I first thought it might have to do with collision since some of the points are close to furniture objects with colliders, but it also happens if i teleport to empty spaces.Has anyone encountered this before and knows how to fix it?
Does any1 know when meta quest 3 Will drop i just returnd my quest 2 cus i just read about meta quest 3 Will drop this year. Does any1 know wen it Will drop ?. I hope they drop it as soon as possible
Hi, I can't find anything in the VCR requirements on the Oculus website about support for Quest 1 being a requirement. However, I know I've read more than a few times that apps are getting rejected in App Lab due to Quest 1 support. Is this still in fact a requirement? If so, do you know if we can include a separate APK for the Quest 2 and Quest 1? Thanks in advance
Hi, I just switched to Unity 2021.3.25f1 and Oculus XR Plugin 3.3.0. I am using MRTK for building an AR experience with pass through. The passthrough does not work anymore. I am running the game on a quest pro. What is interesting, that the OVR Camera Rig Prefab that you have to provide seems to get ignored. The camera rig prefab contains the geometry for a quest2 controller. In the game I actually now see a quest pro controller. I have no ides where this geometry comes from. However it would explain why the passthrough does not work, because the OVR Passthough Layer might also get ignored. Do you have any ideas, where this might come from?
Hi there,When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR application can't get the room data that has been set up. It will jump to the room settings in the system. After we finish the setting, click the Finish button and return to our MR application, it still do not have the room data.We printed the log in the UpdateHMDEvents in the OVRManager.cs file, and found that the data.Result=-1000 in the case of OVRPlugin.EventType.SpaceQueryComplete when packaged into the apk, which is different from the one printed when using the Oculus Link function in the Unity editor.Oculus quest 2 system versions we have tried: V50, V51, V53 Oculus SDK versions tried: V50, V51, V53 Unity version: 2021.3.16f1We would truly appreciate you help on how to fix the problem.Thanks and best regards&n
Searched the forums, saw people asking about it, no answers.Added only OpenGLES2 in the player settings and added to the manifest:<uses-feature android:glEsVersion="0x00020000" android:required="true" />Also tried it with OpenGLES3 and 0x00030000.Tested with Unity 5.4.0f3 and 5.3.5p6Tested with different types of textures, tested with empty project, IL2CPP or MONO, nothing solved it.I keep on getting "GLES version is (not specified) (uses-gl-es)" on the validator.I succeeded in uploading one of the builds to the store - but I have no idea what I did to make it work, as the local validator keep with the message "GLES version is (not specified) (uses-gl-es)".Thanks
App: Snapshot VR (App Lab)Unity 2020.3.43f1Graphics API: VulkanAndroid API Target and Minimum: Android 10 (API Level 29)Scripting Backend: MonoAPI Compatibility: .NET 4.xTarget Architectures: ARMv7Remote Services: Photon Bolt, VivoxOn May 1 we released a new minor version 3.2.2. Users started reporting that they can launch the game, but when attempting to join a server they get stuck in a black screen and eventually get booted back to our default scene or crash all the way to Quest Home. It sounds similar to this Population: One bug from a while back:https://support.bigboxvr.com/hc/en-us/articles/360053070851-How-To-Resolve-a-Black-Screen-or-Frequent-Crashing-for-Oculus-QuestTo be safe, we used the new rollback functionality to rollback to our previously stable version, 3.2.1. Users are still experiencing the issue after the rollback, though the issue was never detected when 3.2.1 was first on our LIVE channel. This is the part that we can't make sense of.I'm ab
I would like to know how "share point cloud data" works.In particular, the following two points:・What are the conditions for activation (e.g., must be connected to the same network, etc.)?・Is there a way to verify that point cloud data is shared?
I am adding my co workers to release channels such RC or Staging for some of the apps.However, we are noticing some weird behaviors the past few months that didn't happens few months before (I can't remember when this issue began but it's been a while). When I add users to a release channel, they automatically become a subscribed user instead of pending user. They do no receive an email. They also do not see the app in their headset. Some of these users have accepted the apps in the past but we had to remove them at some pointIf I add users to both Staging and Production channels, they don't always see the highest version. E.g Staging is v1 and Production is V2. I add them to staging, they see V1 but when II add to Production, they do not see V2.How we tried to resolve but apps still do not show, and still get added to subscribed user :A) I checked all release channels and removed all their emails. Then readd their emails to one of the channelsB) I told them to use adb uninstall i
Hi, I am developing a game using Hand tracking in unreal 5.1. When previewing the game in editor, everything works as expected except for the hand tracking, which doesn't activate itself at all (still works in a build though). I have searched online and the solution that makes the most sense is to change the XR API to epic's native openXR. When i apply that change, the engine crashes on startup. How can i get Hand Tracking to work in the editor preview?OculusXR Settings:Spoiler (Highlight to read)bAutoEnabled=FalseXrApi=NativeOpenXRColorSpace=P3ControllerPoseAlignment=DefaultbSupportsDash=TruebCompositesDepth=TruebHQDistortion=FalsebDynamicResolution=FalsePixelDensityMin=0.800000PixelDensityMax=1.200000+SupportedDevices=Quest2SuggestedCpuPerfLevel=SustainedLowSuggestedGpuPerfLevel=SustainedHighFoveatedRenderingMethod=FixedFoveatedRenderingFoveatedRenderingLevel=OffbDynamicFoveatedRendering=FalsebSupportEyeTrackedFoveatedRendering=FalsebCompositeDepthMobile=FalsebFocusAware=TruebLateLat
Hello everybody, I have a game live on App Lab, and I was just wondering if there was a way to move it to the Oculus Main Store, or if it strictly depends on the Meta Quest staff Thanks,Best
Which devices are supported? Only Oculus Quest 2 and Pro?Oculus Quest 1 doesnt have support for it right?
Okay so... you can have multiple accounts inside tgmhe occulus quest. BUT you CANNOT link the headset to multiple account on the quest app. Why is that ? I want to link my account and have access to my pictures and be able to strean it, but i can't because of that.
Hi, after going through the forums, back and forth between Meta Support, they couldn't help me, so I am going to put all the information together here.Hand Tracking seems to work but it's incredibly shaky when staying still. I managed to reproduce this on a Quest Pro and Quest 2 on Link and Standalone. This seems to be exclusive to OpenXR apps, it doesn't happen in the Home environment nor Apps such as First Hand Experience app or at least it's not as noticeable. I managed to reproduce this in the new Aura sample app that got released on App Lab on Standalone. As well as other two barebones OpenXR apps via Link. Here's two videos showing the issue: (I made sure to be in lit environment, so it's not bad lighting)Video #1: https://youtu.be/wBfFyP7Tl10Video #2: https://youtu.be/08E-BWR4CD0 Version v49 (49.0.0.206.357) on Standalone (Quest Pro)I also tried both the latest PTC version (50.0.0.165.257) and the stable version (49.0.0.170.358) of Oculus
Anyone else have a problem with the new 4.20.2? I upgraded yesterday and now all my Android builds in 4.20 are failing; Can't make APK without compiled .soSame with launching the level on the GO. I posted the problem and a 'fix' on the UE forum;https://forums.unrealengine.com/development-discussion/android-development/1519174-4-20-2-can-t-make-apk-without-compiled-so-for-all-4-20-projects
I uploaded a build to my app's alpha release channel on App Lab and set up a test user.When I log into the Oculus App using the test user's email address and password, I do not see my app on their store.Any ideas what I missed?
Hello,I was doing a forest installation with quill, and I ran into couple of problems and I hope someone may know how to prevent this.First thing what I needed is to virtual environment stay in place when the quest turns off after putting it down which makes the forest not fit or fit unproperly in the space. Is it possible somehow to prevent this from happening?and the second thing if it would be possible to prevent quest from turning off after putting it down ( rather slee) then I wouldn't run into the first problem.Thanks. Hopefully someone can help.
Dear colleagues,I am working with the facial tracking technique using the new Meta Quest Pro. I find it great that it works with the FACS system, as there is enough literature on the internet to configure emotions. However, I am encountering some problems that I need to solve, but I don't know how.Firstly, I would like to know if it's possible to obtain the weight of each of the configured emotions using the MacroFacialExpressionDetector script. Let me give you an example to make it easier to understand. Suppose I have configured the emotions "Happiness," "Anger," "Sadness," and "Surprise" using the FACS system (https://imotions.com/blog/learning/research-fundamentals/facial-action-coding-system/). Normally, I can set an action when one of the emotions occurs, but I have noticed that I need to force the face a bit to do so. Additionally, I have seen that other algorithms or software provide a weight for each of the configured emotions, i.e., a result such as: the subject is 81% happy a
So I've nearly got the Avatars streaming correctly using Photon Pun, but I get these errors when there's another remote avatar in the scene. It seems like a server connection issue (code: 400) but I'm unsure what could be happening, since I'm successfully connecting to the server in both instances, and the gray, unskinned avatar is still rendered and follows the players.My current theory is it's because I'm running the project in my Unity Editor while also running a build on my headset that I uploaded as an Alpha release to the channel. What I've noted is that the user ids' are different between these two instances, despite being the same app/project. Unfortunately, I don't have another headset to test this.Does building and pushing to the store change the app id received? Or is there something else I'm missing in the Avatar SDK?
Like 28 peoples game crashed due to an error:android_crash:android.app.BackgroundServiceStartNotAllowedException:com.oculus.vrapi.ScreenCaptureHelper.advertiseStreamablePackageStack Tracejava.lang.Error: FATAL EXCEPTION [Thread-3]Unity version : 2021.3.25f1Device model : Oculus QuestDevice fingerprint: oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50500320057200150:user/release-keysBuild Type : ReleaseScripting Backend : IL2CPPABI : arm64-v8aStrip Engine Code : trueCaused by: android.app.BackgroundServiceStartNotAllowedException: Not allowed to start service Intent { act=SET_METACAM_PACKAGE_NAME cmp=com.oculus.metacam/.capture.CaptureService (has extras) }: app is in background uid UidRecord{c77b0c3 u0a93 CEM bg:+1m47s574ms idle change:idle procs:0 seq(0,0,0)} at android.app.ContextImpl.startServiceCommon(ContextImpl.java:1870) at android.app.ContextImpl.startService(ContextImpl.java:1826) at android.content.ContextWrapper.startService(ContextWrapper.j
hello everyone , im trying to create a vr app valid in oculus quest 2 with unity c# , so i want when i sell my app , i sell with it the oculus that my app configured on it , i want to ask if there is a code dev solution to make my app installed only in a oculus sell it from me and my clients can't use it in other oculus .Thanks
I'm using Oculus integration to make items grabbable, in my case I want to make the controller, which is holding the object, vibrate when the held object collides with something.For example, if I'm holding a pen with the right hand, i want to make the Right controller vibrate when the pen collides with the whiteboard.How can I do it using the Oculus integration components?In particular, the hard part is to detect which is the controller holding the object.
(Message a little long to try to explain as well as possible, don't panic, the problem comes down to the question ^^)I also want to say that if you have another solution to this problem, that is to say another method than mine, I'm interested too. The most important thing is that I can implement what I want. Not necessarily the way I imagine it! Thanks in advance for your answers. Hello,In a VR application, where the player uses HandTracking. I want to make him take an object in a bag (The bag is hung on a wall to avoid complicating the problem, and it can't be grabbed). Of course, I don't want the object to go through the bag, so I want to force the player to remove the object from the bottom.For this, I used the script "One Grab Translate Transformer", which allowed me to get the result.I then added a Cube with a box collider, and the option "Is Trigger" checked, to trigger an event when the object comes in contact with it.Here, the event resets the values of "One Grab 
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